Remove memory leaks from map destruction
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@ -99,8 +99,6 @@ map_tile_destroy(MapTile *tile)
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static void
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switch_tile(Map *map, Position *tile_pos, MapTile *tile, MapTile **oldTile)
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{
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const Position *cr = &map->currentRoom;
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// Set the decoration sprites position to match tile pos
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tile->sprite->pos = POS(tile_pos->x * TILE_DIMENSION + (map->currentRoom.x * GAME_VIEW_WIDTH),
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tile_pos->y * TILE_DIMENSION + (map->currentRoom.y * GAME_VIEW_HEIGHT));
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@ -425,6 +423,12 @@ void map_room_destroy(Room *room)
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if (room->tiles[i][j]) {
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map_tile_destroy(room->tiles[i][j]);
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}
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if (room->doors[i][j]) {
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map_tile_destroy(room->doors[i][j]);
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}
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if (room->walls[i][j]) {
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map_tile_destroy(room->walls[i][j]);
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}
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if (room->decorations[i][j]) {
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map_tile_destroy(room->decorations[i][j]);
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}
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